Mustrum_Ridcully
Hero
Fighter as Striker
Weapon Master
Class Traits
Role: Striker. Your mastery of your weapon allows you to deal precise and powerful strikes against your foes.
Power Source: Martial. You have become a master of combat through endless hours of practice, determination, and your own sheer physical toughness.
Key Abilities: Strength, Dexterity, Wisdom, Constitution
Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Scale, Heavy Shields, Light Shields
Weapon Proficiencies: simple melee, military melee, simple ranged, military ranged
Bonus to Defense: +2 Fortitude
Hit Points at 1st level: 12 + Constitution Score
Hit Points per Level Gained: 6
Healing Surges per Day: 7 + Constitution Modifier
Trained Skills: Choose 3 trained skills at 1st level
Class Skills: Acrobatics, Athletics, Endurance, Heal, History, Intimidate, Streetwise
Class Features
Combat Challenge
When you hit a foe with a melee or close attack, you can choose to challenge him. While challenged, you gain a +1 bonus to attacks against that foe. You can only challenge one foe at a time and keep him challenged until you choose to challenge a different foe.
At 11th level, you can challenge a second foe.
At 21st level, you can challenge a third foe.
Weapon Talent
Choose one weapon group you are particularly well trained in. You gain a bonus to damage rolls against your challenged foe once per round if you hit with an attack against him.
Axe, Hammer, Mace, Pick, Staff: Add your Constitution Bonus to the damage.
Flail, Heavy Blade, Light Blade, Spear: Add your Dexterity Bonus to the damage.
Polearm,Unarmed: Add your Wisdom Bonus to the damage.
Combat Superiority
You gain a bonus to defense against opportunity attacks equal to your Wisdom modifier.
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Feats
Adaptable Weapon Mastery
Prerequisite: Half-Elf or Human, Weapon Master, Weapon Talent
After each short or extended rest, pick one melee weapon in your possession. You can change the weapon group your Weapon Talent feature applies to the group of that weapon as if you had retrained your Weapon Talent feature to a different weapon group.
Combat Mobility
Prerequisite: Weapon Master, Combat Superiority, Dex 13+
You gain a +2 feat bonus to all saves against effects that slow, immobilize or restrain you. You also gain a +2 feat bonus to all Athletics and Acrobatics checks to escape a grab.
Exotic Weapon Master
Prerequisite: Weapon master, Weapon Talent, Dex 13+
Pick a Weapon Group you have the Weapon Talent in. You are proficient with all superior weapons in this Weapon Group.
Focused Weapon Mastery
Prerequisite: Weapon Master, Weapon Talent. Con 13+
Pick one specific weapon in the weapon group you have Weapon Talent with.
Add +1 to the damage bonus from Weapon Talent with that weapon. This bonus increases to +2 at 11th level and +3 at 21st level. When you retrain your Weapon Talent, you can also retrain the weapon you picked for this feat.
Punishing Superiority
Prerequisite: Weapon Master, Combat Superiority, Wis 13+
When you are targeted by a opportunity attack, you can choose to not apply the bonus to defense granted against opportunity attack. If the opportunity attack hits, you can challenge the foe and gain a bonus to damage with melee and close attack against the target equal to your Wisdom modifier.
Versatile Weapon Master
Prerequisite: Weapon Master, Weapon Talent, Dex 13+
Pick one additional weapon group for your Weapon Talent feature. If a weapon is in both groups, you can pick the higher ability modifier to determine bonus damage from your ability. You cannot add both.
Watchful Challenge
Prerequisite: Weapon Master, Combat Challenge, Wis 13+
You gain a +1 bonus to AC against a creature you have challenged with your Combat Challenge. If you are wearing a shield, you also gain this bonus to Reflex defense.
Weapon Master
Class Traits
Role: Striker. Your mastery of your weapon allows you to deal precise and powerful strikes against your foes.
Power Source: Martial. You have become a master of combat through endless hours of practice, determination, and your own sheer physical toughness.
Key Abilities: Strength, Dexterity, Wisdom, Constitution
Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Scale, Heavy Shields, Light Shields
Weapon Proficiencies: simple melee, military melee, simple ranged, military ranged
Bonus to Defense: +2 Fortitude
Hit Points at 1st level: 12 + Constitution Score
Hit Points per Level Gained: 6
Healing Surges per Day: 7 + Constitution Modifier
Trained Skills: Choose 3 trained skills at 1st level
Class Skills: Acrobatics, Athletics, Endurance, Heal, History, Intimidate, Streetwise
Class Features
Combat Challenge
When you hit a foe with a melee or close attack, you can choose to challenge him. While challenged, you gain a +1 bonus to attacks against that foe. You can only challenge one foe at a time and keep him challenged until you choose to challenge a different foe.
At 11th level, you can challenge a second foe.
At 21st level, you can challenge a third foe.
Weapon Talent
Choose one weapon group you are particularly well trained in. You gain a bonus to damage rolls against your challenged foe once per round if you hit with an attack against him.
Axe, Hammer, Mace, Pick, Staff: Add your Constitution Bonus to the damage.
Flail, Heavy Blade, Light Blade, Spear: Add your Dexterity Bonus to the damage.
Polearm,Unarmed: Add your Wisdom Bonus to the damage.
Combat Superiority
You gain a bonus to defense against opportunity attacks equal to your Wisdom modifier.
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Feats
Adaptable Weapon Mastery
Prerequisite: Half-Elf or Human, Weapon Master, Weapon Talent
After each short or extended rest, pick one melee weapon in your possession. You can change the weapon group your Weapon Talent feature applies to the group of that weapon as if you had retrained your Weapon Talent feature to a different weapon group.
Combat Mobility
Prerequisite: Weapon Master, Combat Superiority, Dex 13+
You gain a +2 feat bonus to all saves against effects that slow, immobilize or restrain you. You also gain a +2 feat bonus to all Athletics and Acrobatics checks to escape a grab.
Exotic Weapon Master
Prerequisite: Weapon master, Weapon Talent, Dex 13+
Pick a Weapon Group you have the Weapon Talent in. You are proficient with all superior weapons in this Weapon Group.
Focused Weapon Mastery
Prerequisite: Weapon Master, Weapon Talent. Con 13+
Pick one specific weapon in the weapon group you have Weapon Talent with.
Add +1 to the damage bonus from Weapon Talent with that weapon. This bonus increases to +2 at 11th level and +3 at 21st level. When you retrain your Weapon Talent, you can also retrain the weapon you picked for this feat.
Punishing Superiority
Prerequisite: Weapon Master, Combat Superiority, Wis 13+
When you are targeted by a opportunity attack, you can choose to not apply the bonus to defense granted against opportunity attack. If the opportunity attack hits, you can challenge the foe and gain a bonus to damage with melee and close attack against the target equal to your Wisdom modifier.
Versatile Weapon Master
Prerequisite: Weapon Master, Weapon Talent, Dex 13+
Pick one additional weapon group for your Weapon Talent feature. If a weapon is in both groups, you can pick the higher ability modifier to determine bonus damage from your ability. You cannot add both.
Watchful Challenge
Prerequisite: Weapon Master, Combat Challenge, Wis 13+
You gain a +1 bonus to AC against a creature you have challenged with your Combat Challenge. If you are wearing a shield, you also gain this bonus to Reflex defense.
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